Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Stone Warden |
Level / Exp | 16 / 59% |
Size | medium |
Lifes / Deaths | Killed by Salodhenne the bee swarm at level 16 on the 16th Wealth 122nd year of Ascendancy at 09:59 / 1 |
Primary Stats
Strength | 18 (base 13) |
Dexterity | 12 (base 10) |
Constitution | 12 (base 10) |
Magic | 20 (base 18) |
Willpower | 65 (base 43) |
Cunning | 12 (base 10) |
Resources
Life | -78/396 |
Mana | 415/465 |
Equilibrium | 45 |
Healing Factor | 1.2691526171258 |
Regeneration | 12.881899063826 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 7 |
See Stealth | 28.894014938291 |
See Invisible | 28.894014938291 |
Offense: Mainhand
Damage | 34 |
Accuracy | 45 |
Crit Chance | 6% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 16 |
Accuracy | 45 |
Crit Chance | 6% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
All | 0% |
Physical | +3% |
Mind | +5% |
Nature | +15% |
Offense: Damage Penetration
Mind | +20% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 35.413408721348 (65.897138898113%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 36 |
Physical Save | 19 |
Spell Save | 24 |
Mental Save | 35 |
Defense: Resistances
Lightning | + 34%( 70%) |
Acid | + 23%( 70%) |
Nature | + 34%( 70%) |
Cold | + 23%( 70%) |
Mind | + 6%( 70%) |
Physical | + 3%( 70%) |
Fire | + 31%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 40% |
Confusion Resistance | 30% |
Instadeath Resistance | 100% |
Teleport Resistance | 10% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | pair of iron boots 'Arorin' (10 def, 3 armour) pair of iron boots 'Arorin' (10 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +3 Defense: +10 (+5 eff.) Fatigue: +2% Changes resistances: +6% acid / +6% mind Life regen: +3.00 Mana each turn: +0.04 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Muckwalker' brass lantern 'Muckwalker'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% nature Changes resistances penetration: +10% nature Changes damage: +5% mind Confusion immunity: +10% Pinning immunity: +10% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Glarehunter the iron helm (0 def, 7 armour) Glarehunter the iron helm (0 def, 7 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +2 Cun / +3 Wil Cut immunity: +20% Teleport immunity: +10% Life regen: +4.00 Mindpower: +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Rhedrarek (0 def, 1 armour) Rhedrarek (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 nature Damage when hit (Melee): 4 mind Changes resistances: +6% nature Changes resistances penetration: +20% mind Changes damage: +4% nature Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Gloyalaith the Flashbreeze [power 206] (8/15 cooldown) Gloyalaith the Flashbreeze [power 206] (8/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Changes stats: +2 Str / +1 Con Changes resistances: +3% fire Critical mult.: +15.00% It can be used to heal yourself and all friendly characters within 10 spaces for 206 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | gold ring 'Lightningqueen' gold ring 'Lightningqueen'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +1 Dex / +4 Wil Changes resistances: +3% lightning / +3% physical Changes damage: +3% physical Physical save: +6 (+3 eff.) Mental save: +8 (+4 eff.) Rings make your fingers look great! |
On fingers | Eilinagatha the copper ring Eilinagatha the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +25% nature Changes damage: +11% nature Physical save: +3 (+2 eff.) Cut immunity: +20% Rings make your fingers look great! |
Around neck | insulating steel amulet of willpower (+3) insulating steel amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% fire / +12% cold Amulets make your neck look great! |
In main hand | flaming steel shield of lightning resistance (+15%) (0 def, 4 armour, 109% power, 39.5 block) flaming steel shield of lightning resistance (+15%) (0 def, 4 armour, 109% power, 39.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 109% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 Damage (radius 1) on hit: +12 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 5 fire Damage when hit (Melee): 5 fire Changes resistances: +15% lightning Talent granted: +1 Block Handheld deflection devices. |
Around waist | Glymiwe the rough leather belt Glymiwe the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +9 (+5 eff.) Life regen: +0.90 Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Healing mod.: +14% A belt that goes around your waist. |
In off hand | Cracklepall (0 def, 5 armour, 101% power, 61 block) Cracklepall (0 def, 5 armour, 101% power, 61 block)Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 101% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +61 Damage (Melee): +8 lightning Damage (radius 1) on hit: +8 lightning Damage (radius 2) on crit: +12 lightning When wielded/worn: Armour: +5 Fatigue: +8% Changes resistances: +16% lightning / +17% acid Changes damage: +3% lightning Talent granted: +1 Block Handheld deflection devices. |
Cloak | thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+1 eff.) Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rejuvenating iron mail armour of fire resistance (2 def, 4 armour) rejuvenating iron mail armour of fire resistance (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% fire Life regen: +2.00 Stamina each turn: +0.50 A suit of armour made of mail. |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, fire, physical, cold) Prismatic Rune (6 turns; acid, fire, physical, cold)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 fire, 4 physical, 3 cold It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 118; dur 4; cd 16) acid wave rune of the wizard (damage 118; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 118.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 22; cd 17) shatter afflictions rune (absorb 22; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 22 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 40; cd 19) shatter afflictions rune of the wizard (absorb 40; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 40 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 102; cd 17) teleportation rune of the psychic (range 102; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing copper amulet of strength (+2) cleansing copper amulet of strength (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% nature / +11% blight Poison immunity: +22% Disease immunity: +21% Amulets make your neck look great! |
Halosus HalosusCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Changes resistances: +6% mind Changes damage: +9% mind / +12% physical Reduces incoming crit damage: 15.00% Rings make your fingers look great! |
Xeramidhetha XeramidhethaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +1 Str / +1 Dex / +2 Wil Changes resistances: +22% acid / +3% mind Changes damage: +11% acid Rings make your fingers look great! |
marksman's steel ring of clarity marksman's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Mental save: +6 (+3 eff.) Confusion immunity: +20% Rings make your fingers look great! |
psionicist's steel ring of corrosion (+24%) psionicist's steel ring of corrosion (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +24% acid Changes damage: +12% acid Mental save: +6 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of perseverance warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +26% Life regen: +2.00 Rings make your fingers look great! |
wizard's steel ring of sensing wizard's steel ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Blindness immunity: +20% Infravision radius: +4 See stealth: +8 See invisible: +7 Rings make your fingers look great! |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level. steel greatsword 'Icerace' (129% power, 2 apr)steel greatsword 'Icerace' (129% power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 129% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +13 darkness Damage against: +16% Living When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 50% Damage when hit (Melee): 4 light / 2 cold Changes resistances: +18% cold Changes resistances penetration: +5% nature Changes damage: +9% light Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. cured leather sling 'Plaguehunt'cured leather sling 'Plaguehunt' Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +8 nature Damage (radius 1) on hit: +16 fire When wielded/worn: Physical power: +7 (+3 eff.) Effects on ranged hit: * 20% chance to reduce armor by 22% Changes stats: +2 Str Changes damage: +9% nature / +9% fire Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. ash vilestaff 'Quenchbiter' (111% power, 3 apr, blight element)ash vilestaff 'Quenchbiter' (111% power, 3 apr, blight element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Wil Changes resistances: +9% cold Changes resistances penetration: +10% lightning / +25% mind Changes damage: +15% blight / +9% cold Talent granted: +1 Command Staff Critical mult.: +12.00% Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
Rharion the Airbraid (103% power, 2 apr) Rharion the Airbraid (103% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 12 Damage (Melee): +6 blight / +12 lightning When wielded/worn: Changes stats: +1 Mag Mana when firing critical spell: +1.00 Maximum mana: +60.00 Maximum vim: +20.00 One-handed war axes. |
iron waraxe of vileness (102% power, 2 apr) iron waraxe of vileness (102% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 5% chance to reduce strength, dexterity, and constitution by 12 Damage (Melee): +6 blight One-handed war axes. |
Arabrerin ArabrerinCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +6% light / +6% cold Damage against: +18% Summoned Reduced damage from: +17% Summoned Only die when reaching: -20.00 life Maximum hate: +2.00 Mindpower: +5 (+3 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. Gunyrek the Snowreek (0 def, 2 armour)Gunyrek the Snowreek (0 def, 2 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Armour: +2 Changes stats: +7 Str / +5 Mag / +5 Wil Changes resistances: +6% lightning / +7% cold / +3% acid / +7% all Changes damage: +6% lightning / +6% physical / +13% cold Reduces incoming crit damage: 15.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe (0 def, 0 armour) dreamer's woollen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +12% darkness / +12% mind / +9% all Physical save: +10 (+5 eff.) Spell save: +11 (+6 eff.) Mental save: +22 (+9 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zaniharahad (0 def, 3 armour) Zaniharahad (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Wil / +3 Con Changes damage: +6% mind Reduces incoming crit damage: 5.00% Life regen: +2.00 Infravision radius: +1 Healing mod.: +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Adiriaba (0 def, 3 armour) Adiriaba (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +6 Str / +1 Mag / +4 Cun / +7 Con Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Umbracut' (0 def, 3 armour) iron helm 'Umbracut' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +9% acid / +8% cold / +12% darkness Changes damage: +6% acid Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Stokerazor' (0 def, 1 armour) rough leather cap 'Stokerazor' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +6 Wil Changes resistances: +9% fire Changes resistances penetration: +10% fire Changes damage: +3% fire Reduces incoming crit damage: 5.00% Mental save: +3 (+2 eff.) Mindpower: +3 (+2 eff.) A cap made of leather. |
rough leather cap 'Willowravager' (0 def, 3 armour) rough leather cap 'Willowravager' (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 50% Changes stats: +3 Cun / +3 Wil Spell save: +9 (+5 eff.) Confusion immunity: +10% Maximum life: +20.00 Mindpower: +3 (+2 eff.) A cap made of leather. |
Shinemalice the dwarven-steel shield (0 def, 6 armour, 140% power, 87.5 block) Shinemalice the dwarven-steel shield (0 def, 6 armour, 140% power, 87.5 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 141% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +88 When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 10 lightning Damage when hit (Melee): 7 lightning Changes damage: +6% mind Talent granted: +1 Block Mental save: +3 (+2 eff.) Maximum hate: +2.00 Mindpower: +25 (+10 eff.) Light radius: +1 Handheld deflection devices. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
58 alchemist agate 58 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Yveta the Coalgasher (dig speed 38 turns) Yveta the Coalgasher (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to reduce damage dealt by 20% Changes stats: +3 Str Changes resistances penetration: +25% arcane When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Breezequeen' (dig speed 38 turns) iron pickaxe 'Breezequeen' (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +7 Str / +4 Con Changes resistances penetration: +5% nature Stamina each turn: +1.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Haroregorath HaroregorathInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 24 Changes resistances: +3% lightning / +6% nature Reduces incoming crit damage: 10.00% Maximum life: +42.00 Light radius: +3 Healing mod.: +15% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Bethurath' alchemist's lamp 'Bethurath'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +1 Wil Changes resistances: +7% fire Changes damage: +15% arcane Critical mult.: +10.00% Mana when firing critical spell: +1.00 Spell crit. chance: +1% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Morningbringer' brass lantern 'Morningbringer'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 20% Damage when hit (Melee): 11 fire Changes resistances: +6% light / +6% fire Changes damage: +12% arcane Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
evasive ash totem of summon tentacle [power 155] (8/25 cooldown) evasive ash totem of summon tentacle [power 155] (8/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 398 Base Damage: 155 Armor: 0 All Resist: 1 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
evasive elm totem of healing [power 110] (8/15 cooldown) evasive elm totem of healing [power 110] (8/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered ash totem of stinging [power 290] (8/22 cooldown) overpowered ash totem of stinging [power 290] (8/22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 334 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Iastari the Drem Stone Warden level 10
41st Profit 122nd year of Ascendancy at 06:12 see stats
By Iastari the Drem Stone Warden level 6
35th Profit 122nd year of Ascendancy at 17:05 see stats
By Iastari the Drem Stone Warden level 15
11st Wealth 122nd year of Ascendancy at 06:32 see stats
Log
Melee retaliation hits Salodhenne the bee swarm for 1 arcane, 1 fire, 1 mind (3 total damage).
Black Blood Bleeding from Iastari hits Salodhenne the bee swarm for 1 darkness damage.
Iastari is no longer harassed.
Talent Block is ready to use.
Salodhenne the bee swarm uses Stunning Blow.
Iastari is not dazed anymore.
Iastari is stunned!
Salodhenne the bee swarm hits Iastari for 83 physical, 81 physical (164 total damage).
Melee retaliation hits Salodhenne the bee swarm for 2 arcane, 2 fire, 2 mind, 2 arcane, 2 fire, 2 mind (11 total damage).
Iastari is confused and fails to use Attack.
Salodhenne the bee swarm stops bleeding black blood.
Salodhenne the bee swarm uses Warshout.
Iastari wanders around!
Iastari overcomes the gloom
Salodhenne the bee swarm bites poison into Iastari.
Iastari is poisoned!
Salodhenne the bee swarm starts to bleed black blood.
Iastari counter attacks Salodhenne the bee swarm with his shield shards!
Salodhenne the bee swarm hits Iastari for 9 nature damage.
Melee retaliation hits Salodhenne the bee swarm for 2 arcane, 2 fire, 2 mind (6 total damage).
Iastari hits Salodhenne the bee swarm for 3 nature, 4 arcane, 3 fire, 4 nature, 7 fire, 2 nature, 4 lightning, 4 arcane, 3 fire, 4 nature, 4 lightning (43 total damage).
Iastari is confused and fails to use Attack.
Salodhenne the bee swarm uses Slash.
Iastari is no longer being stalked by Salodhenne the bee swarm.
Salodhenne the bee swarm hits Iastari for 178 physical damage.
Melee retaliation hits Salodhenne the bee swarm for 2 arcane, 2 fire, 2 mind (6 total damage).
Black Blood Bleeding from Iastari hits Salodhenne the bee swarm for 5 darkness damage.
Iastari the level 16 drem stone warden was cleaved to death by Salodhenne the bee swarm on level 1 of Old Forest.